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Head and Neck issues

Rune Quinnell
Registered User
Join date: 25 Aug 2007
Posts: 28
12-11-2007 16:48
When I make an animation in Avimator that turns the Avi around, the head often continues to stay forward when it's placed in the game, giving sort of an exorcist look to what shouldn't be a creepy animation.

I've set the key frames for the animation on the head and neck for each frame the avatar should be looking backwards and it still doesn't help.

Does anyone know if this is an Avitimator problem or something else?
Yawneeb Grommet
Registered User
Join date: 10 Apr 2005
Posts: 11
2nd frame
12-14-2007 05:04
Hi, you need to ensure that you rotate all the head and neck joints by a small amount on the first animation frame (i.e. the second frame in the animation - the T-pose will be the first frame). If you leave these at zero, SL will leave these unlocked. You'll also need to set an appropriate priority for the animation. I'm fairly new to this myself, but using 3 or 4 would work. Not sure about 2.
Bree Giffen
♥♣♦♠ Furrtune Hunter ♠♦♣♥
Join date: 22 Jun 2006
Posts: 2,715
12-14-2007 08:41
Hi, I just tested this and Yawneed is right. In the 2nd frame of avimator you need to move the neck and head by a degree. That should be the only thing you need to do. I tested this by making my avatar spin their body around leaving the neck and head unlocked. Uploading at priority 2 and 4 still caused the head to look forward while the body spun around (creepy). After locking the head and neck by moving them on frame 2 the head followed the body rotation. This was on priority 2. Which makes sense since the default stand animation is a very low priority. If your animation is for a walking or sitting avatar you might need to raise the priority.
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Amity Slade
Registered User
Join date: 14 Feb 2007
Posts: 2,183
12-14-2007 10:52
This answer would be true of any animation program. For any joint that does not move between the first frame and second frame, Second Life will ignore that joint altogether for that animation.
Erus Vieria
Registered User
Join date: 25 Dec 2006
Posts: 3
12-14-2007 14:39
Not quite, in my experience it just ignores it up until the point where it IS moved.